Join us on Twitter and IRC (#ludumdare on Afternet.org) for the Theme Announcement!

Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created.You NEED ratings to get a score at the end. Play and Rate games to help others find your game.We’ll be announcing Ludum Dare 36’s August date alongside the results.

New Server: Welcome to the New (less expensive) Server! Find any problems? Report them here.

The game is playable! We were in such a rush during the last hours, so we were really surprised that we could deliver an enjoyable game.
We have never finished a multiplayer game before until now. It was definitely a challenge, since you face problems you wouldn’t encounter while developing a singleplayer game.

(Thijs) This is my first attempt to create handpainted textures for a game. I still have a lot to learn, but I am definitely satisfied with the results! I cannot wait to improve my skills for the next Ludum Dare.

What went wrong

Some small features were not implemented that turned out to be very important from a game-experience perspective. For example a scoreboard, a notification of the winning team and instructions for the player.

GITHUB. Gotta hate it. The Unreal Engine has no option to merge in a proper way (yet!)

No tutorial, players don’t know what to do if they have not read the description on the Ludum Dare page.

Multiplayer entry pros

It’s very satisfying to see other people playing and enjoying your game.

You are automatically the no-life-pro-master with 72 hours of gaming experience on record, before the game even came out.

Multiplayer entry cons

The biggest issue with a multiplayer entry is that you won’t receive as much feedback compared to a singleplayer game. Our servers aren’t 24/7 and we can’t expect all players to make their own server. We are trying to compensate this by livestreaming play events. This approach resulted in some interesting games, although we didn’t reach the full potential of the game yet. (5v5)